Programming Pioneers
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What You Get
What You Get
This pack includes a complete set of ready-to-teach lessons that together form a coherent scheme of work, written and created by experienced primary teachers.
Each of the lessons within the pack contains:
- An easy-to-follow lesson plan (including plenary and assessment questions)
- An engaging slideshow for the teaching input
- A main activity with three-way differentiation to support adaptive teaching
- An alternative activity for flexibility and choice
- An overview (medium-term plan) showing the scheme contents at a glance
- An assessment grid to track learning and progress
Curriculum Coverage
Curriculum Coverage
Download and Files
Download and Files
Instant digital download – access your resources straight after checkout.
PDF resources – lesson plans, teaching slides, worksheets and printable resources are supplied as PDFs, ready to print, display and use.
Everything you need to teach this scheme
Fully planned lessons, each with:
Lesson plans
Easy-to-follow teaching guidance, plenaries and assessment questions
Teaching slides
Ready-to-use whole-class teaching presentations
Differentiated activities
Three levels of differentiation to support adaptive teaching
Alternative activities
Extra activity options for greater flexibility
Assessment
Assessment questions and a scheme assessment grid
Planning & reference
Medium-term overview and Knowledge Organiser
Bring coding KS2 projects to life with Programming Pioneers
How does a pedestrian crossing know when to change its lights? How can code control an automatic light or a door alarm? This Programming Pioneers scheme of work gives Year 5 and Year 6 children a practical introduction to coding and computer-controlled products, bringing together KS2 programming, electrical systems and purposeful Design and Technology.
Across six lessons, children will investigate embedded computer systems, explore the contributions of pioneering computer scientists and discover how hardware and software engineers work together. They will develop algorithms, design and program a model pelican crossing, and apply their learning to a system for monitoring or controlling a room.
These KS2 coding activities give children a clear purpose for writing, testing and debugging programs. From automatic lighting to door-entry buzzers, children will explore how their instructions can control electronic components. They will communicate ideas through annotated sketches, develop physical prototypes or computer-aided design (CAD) models, and use testing and feedback to improve their designs.
What will children learn?
- Explain how embedded computer systems monitor and control everyday products.
- Explore how pioneering computer scientists and engineers have shaped technology.
- Write algorithms to describe how a computer-controlled system should work.
- Develop and program a model pelican crossing using electrical components.
- Design a room system with a clear purpose, such as an automatic light or alarm.
- Test and debug code to identify problems and improve how a system works.
- Communicate ideas through annotated sketches, prototype models or CAD.
- Evaluate designs against their criteria and use feedback to suggest improvements.
What’s included?
This six-lesson scheme includes detailed lesson plans, teaching slides, teacher’s notes, differentiated worksheets and alternative ‘Fancy Something Different…?’ activities. Supporting resources include a Scratch pedestrian crossing project, Raspberry Pi and BBC micro:bit activity options, component connection cards, a knowledge organiser and an assessment grid.
With practical routes using BBC micro:bit with MakeCode or Raspberry Pi equipment, Programming Pioneers connects coding for KS2 with designing and developing functional products. Programmable control equipment, electronic components and model-making materials are required for the practical activities.
Lesson sequence
Scheme at a glance
See how learning progresses across the scheme.
Lesson 2: Controlling Crossings
Lesson 3: Room Systems
Lesson 4: Programming Products
Lesson 5: Prototype Models
Lesson 6: What have we learned?
Knowledge Organiser
Preview the Complete Scheme
See every lesson objective, lesson overview, assessment question and included resources before you buy.

